Key Terms

The vocabulary you’ll see throughout this book.


Ranges

How far things are from you.

Range Distance Examples
Close Within 5 ft Melee range, a whisper
Near Within 30 ft Thrown weapons, normal conversation
Far 30–120 ft Bows and crossbows, a shout
Very Far Beyond 120 ft Out of weapon range, often out of sight

Speeds

Your Speed category—set by ancestry, feats, or creature type.

Speed Per Round Notes
Slow 15 ft Heavily encumbered, some creatures
Normal 30 ft Most characters and creatures
Fast 45 ft Some feats, fast creatures

Encumbrance or difficult terrain drops your Speed by one step.


Time

How long things take.

Unit Duration When You Use It
Round 6 seconds Combat—one turn per combatant
Turn 10 minutes Dungeon exploration—searching, picking locks
Watch 4 hours Wilderness travel, rests (6 Watches = 1 day)

Rests

How you recover.

Rest Type Duration What You Get
Breather 10 minutes Heal 1d4+CON HP or CON save (DC 12) to clear 1 Fatigue. Choose one.
Night’s Rest 8 hours Spend Hit Dice to heal (roll + CON each). Clear 2 Fatigue (shelter) or 1 (roughing it).
Safe Haven 1d4+1 days Full HP, all Hit Dice, all spell slots, all Fatigue cleared.

Breathers require 1 Supply. Hit Dice only recover at Safe Haven.


Resources

What you track and spend.

Resource What It Is
Supply Abstract provisions—food, water, bandages. Spend 1 per Breather, 1 per day for food.
Fatigue Exhaustion levels (1–5). Each level is −1 to all checks and saves. At 3+ your Speed drops to Slow. At 5 you’re Incapacitated.
Hit Dice Your recovery pool (one per level). Spend during Night’s Rest to heal (roll + CON each). Only recover at Safe Haven.
Boost Die Start each session with PB. Spend 1 to add 1d6 to any roll, or use for class abilities. Gain 1 on a natural 1. No maximum.

Conditions

States that affect you.

Condition Effect
Blinded Can’t see. Auto-fail sight-based checks. Attacks have Setback, attacks against you have Edge.
Charmed Regard the charmer as a trusted ally. Can’t attack them. Hostile acts break the effect.
Deafened Can’t hear. Auto-fail hearing-based checks.
Frightened Setback on checks and attacks while you can see the source. Can’t willingly move closer.
Grappled Speed 0. Break free with STR or DEX vs grappler’s STR.
Incapacitated Can’t take actions or reactions.
Paralyzed Can’t move, speak, or act. Attacks against you have Edge and auto-crit from Close.
Poisoned Setback on attacks and checks.
Prone Setback on attacks. Melee attacks against you have Edge; ranged attacks have Setback. Stand up costs half movement.
Restrained Speed 0, your attacks have Setback, attacks against you have Edge.
Shaken Setback on attacks and checks. Ends after a Breather or when the source is defeated.
Stunned Can’t act or move. Auto-fail STR and DEX saves. Attacks against you have Edge.
Unconscious Incapacitated, can’t move or speak, unaware. Drop what you’re holding, fall Prone.

For the full terminology reference, see Appendix: Terminology.